It creates a lootcontainer (in loot.xml) and a dropped bag (in entityclasses.xml) for every zombie. It adds the bag for the "LootDropEntit圜lass"-property and it adds a "LootDropProb" for every zombie. There is, however, another flaw in the xpath-approach: The ids for the lootcontainer:Īt some point the forum is going to decide you have too many attachments, so you'll want a real file host kub.Įvery lootcontainer just contains the lootgroup "junk", but you can edit it anyway you want to, fill the lootcontainer with items or lootgroups, change the drop rate, remove duplicates.Įdit: I have now started to populate the template with actual zombie specific loot, so some have something else but junk. Github or gitlab is your best bet.Damn this complicated life. Thanks for the heads up, tho, will cross that bridge when I have to.Įdit: I am just noticing a major flaw of the mod, wherever a zombie has no loot-drop-probability of it's own, but a dropped container of it's own, it drops that container with a 50% chance. Is there a way to make it still drop the good loot 2 - 3% of the time and the junk as well?This might work haven't tested it. I'm particularly uncertain if the probability-values work like this, vanilla sometimes uses kinda weird values. Try it out, replace everything that is in the loot.xml (of the xpath-mod) with this: Nice, saved me a bit of work doing this myself. I ended up setting the drop chance to 20% (10x vanilla value) then re-adding the vanilla good loot and reducing their probability by 10x (to make up for the increased chance of the container dropping). Increased the container count and size a tad too. ![]() Pasted the code below, haven't done much testing yet and I'm not sure how count 1,3 will affect the chance of junk spawning. It may be that it picks 1-3 individual items at random, then rolls the probability, which means it may make junk more rare which isn't what I want. I did a rework of a middle ground between A16.4 and A17 loot drops. Most zombies have their loot lists changed back to what they were in A16.4 with updated item names, eg. farmers drop hoes and seeds, snow zombies drop fireaxes, cops drop flashlights/guns/vests, etc. But most ferals now drop their A17 loot albeit at a lower probability and a lowered count of 1,3 from 2,3 since the universal drop probability is higher. ![]() Also all item ids start at 200 to avoid problems with patches. Seems to work fairly well so far, going to do a little more testing then I can post the code for you to throw in your mod or whatever if you're interested.I'm growing reluctant to make it that simple, because with the reduced loot drops, the devs designed other loot so that it's richer. Mostly junk seems kinda reasonable for all non feral and non radiated (and non legendary) zombies. #Cod heroes zombie drop pods plusįeral and radiated have a 100% chance to drop something, plus a chance to drop something real good.Īs for the ID, I'm using a self-made script for modding, it grabs and sets the ID automatically, I just didn't notice because I'm using the "template", not the quick fix. There also is an upper limit of lootlists, I think 255 (aka 256), at least in A16. It is a bit different also because the A16.4 drops had count 0,2 which I assume means they can drop between 0-2 items, but every zombie dropped a lootable corpse, whereas here it's a chance to drop a lootable object. I don't know if I like the idea of zombies dropping backpacks everywhere many of which are empty.
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